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Made in us
Longtime Dakkanaut




CaptainO wrote:




So, things I learned, Koptas are hit or miss with their Dakka, but in CC they are absolute destroyer of worlds. A 150pt Unit of Koptas on a WAAAGH turn gets 27 S6 (Goff) attacks, With a warboss nearby, which in my list is most of the time, that is 27 hits on average (exploding 6s for Goffs). Kommandos are unbelievably durable for their points cost and are not only a distraction carnifex (Forward deployed so need to be dealt with) but are also an alpha strike threat and can do incredible amounts of dmg when ignored. In my first game a unit of Kommandos 1 shot a Broadside AND a firewarrior squad with overkill.


Just wondering what benefit the warboss gives the deffkoptas? He only gives +1 to core which deffkoptas don't have?


Up until yesterday I could have sworn Deffkoptas were CORE. I've since double checked and you guys are correct. But even without the +1 to hit from Warboss, they are still putting out 27 attacks which have 22-23 hits, that is nothing to scoff at either. And again, S6 on the charge

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in au
Battlewagon Driver with Charged Engine





I suppose the only benefit the coptas would get out of a warboss is access to the waagh. For a bit I thought the extra attack only affected core and characters ala the run and charge portion. But nope, seems to affect vehicles too.

Really is a shame the biker boss doesn't have the normal warboss aura.
   
Made in ca
Longtime Dakkanaut




SemperMortis wrote:
Probably right honestly, i can see it ruled either way at tournaments. But again, 80 shots, 40 hits, 20 wounds.


Moral would then kill another five to seven reducing your squad to such a tiny number that it would be functionally completely useless.
   
Made in nl
Longtime Dakkanaut




SemperMortis wrote:

Up until yesterday I could have sworn Deffkoptas were CORE. I've since double checked and you guys are correct. But even without the +1 to hit from Warboss, they are still putting out 27 attacks which have 22-23 hits, that is nothing to scoff at either. And again, S6 on the charge


The biggest drawback to the deffkoptas not being core, is that you cannot advance and charge them in a Waagh round. Only characters and core.

One option would be the deepstrike them, and then shoot and charge with Ramming Speed. Or just use bikers.
   
Made in it
Waaagh! Ork Warboss




Italy

I deepstrike them, a squad of 3 as the harassing unit. Useful for board control too. And I don't care about advance and charge since I play Speedwaaagh, and a more shooting focused force than an melee alpha strike build, so I prefer giving them AP-3 rokkits. Bikers are also very good, I'm currently bringing 2x5, but they don't deep strike and they're exclusively anti infantry.

As a min squad I think they're pretty solid.

 
   
Made in fr
Mekboy Hammerin' Somethin'






 Tomsug wrote:
Tau are definitely a bottom tier. It' s always embarassing to see the face of tau player seeing that orks shoots much better then tau…

Same level as poor IG. You can do anything, but codex is againts you on all fronts.

Except IG can build some interesting lists with annoing noLOS fire, close DS, vehicles or infantry spam and charge you on horses….



You obvioulsy never saw a what 9 braodside list can do, when played by a competent player. Tau are def not bottom tier (to be more precise, they have one build that def is not bottom tier), but Tau players, to all evidence, are.


Automatically Appended Next Post:
SemperMortis wrote:
 addnid wrote:
I don't see how it can be ruled in any other way, if one reads what pismakron pasted "Units attacked by this weapon do not gain any bonus to their saving throws for being in cover."
It is pretty clear lol

The broadsides still have their main weapon to wipe out what they have in LOS. I really think not many people ever face a competent Tau player hah hah, more power to the (obviously very few) competent Tau players out there, raise hell wherever you go guys everyone thinks you have a trash tier codex hah hah


Well, that probably has something to do with how the faction has grown over the years. For all of 6th and 7th they were the easiest/dumbest army to play. Deploy riptides/broadsides and win. Even the strat you suggested is about as straight forward as can be. Ignore cover, shoot at targets in range, GG. Christ, playing against Eldar/Tau players in 7th was probably the funniest thing in the world. Some of these people were convinced to the point of arrogance that they were all amazing generals, running Triptide Wings and Wraithknight/Scat bike spam I'm sure there are some talented Tau Generals out there, but at the moment I haven't met any in competitive games. The closest I've seen to a strategist tau player was a guy in 8th who was running fire warrior spam. It was somewhat inventive if nothing else. You literally could not charge him because the overlapping fire support made it so he could kill 30 boyz just in overwatch.

I wouldn't count out Tau when they get their codex, but as of right now, they are definitely bottom tier.


So you agree with me it's a player preoblem, not an army book problem

Anyway, I am dropping the subject, as no one here, albeit me, can count Tau as a threat to orks hah hah. I will tell my Tau friend to read this thread, he will have a good laugh.

As for deffkoptas, they really do shine as goff, 2*3 in a godff list seems to be the sweet spot. They do good work as freebooters too from the games I had with them. The main drawback they have is that 2 CP for ramming speed you need to keep for them (so they can charge and kill/bad touch a juicy target, such as a plagueburst crawler to prevent it from shooting), IMHO. I currently tend to play with only 4-6 CP, and could of smoke, souped up KFF, etc. can sometimes tend to make ramming speed tricky to use.

This message was edited 4 times. Last update was at 2021/10/06 07:11:17


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in hk
Regular Dakkanaut




Hong Kong

Any Tau army would almost auto lose against Ghazhkull. As they would be unable to take him more than 4wounds per turn, he can run rampage at least for 3 full turns.
It doesn't matter how good is the Tau player, and this is definitely a codex issue.

This message was edited 1 time. Last update was at 2021/10/06 09:44:23


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 addnid wrote:
You obvioulsy never saw a what 9 braodside list can do, when played by a competent player. Tau are def not bottom tier (to be more precise, they have one build that def is not bottom tier), but Tau players, to all evidence, are.


No idea. I saw a couple of different lists around on the TTS incl. some lists with “robots with big gunz”. No idea what was it. All of them was down T3 and I' m definitely not a great player.

Let ' s skip this topic. This is about ork tactic.

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Made in us
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XC18 wrote:
Any Tau army would almost auto lose against Ghazhkull. As they would be unable to take him more than 4wounds per turn, he can run rampage at least for 3 full turns.
It doesn't matter how good is the Tau player, and this is definitely a codex issue.

I mean ghaz is slow movement and is able to be tied down w chaff so just tie him up and slow him down and ignore him. He isn’t going to bother a good tau player.
   
Made in us
Longtime Dakkanaut




epronovost wrote:
SemperMortis wrote:
Probably right honestly, i can see it ruled either way at tournaments. But again, 80 shots, 40 hits, 20 wounds.


Moral would then kill another five to seven reducing your squad to such a tiny number that it would be functionally completely useless.


3 squads of 10, assuming he splits all 20 casualties evenly among the 3 squads (6, 6 and 7) you then have a 50/50 chance to pass 1 of 3 morale checks, likely fail all. That brings you down to 3 3 and 2, you then lose 1 more from 2 squads and have a 1/3rd chance to lose 1 more to attrition, bringing you down to 2 2 and likely 2. Here is the best part, I now have 3 nobz alive, 3 Bomb Squigs and 3 Distraction grots. And I also have 3 separate units that still need to be dealt with because they will be charging on their turn, and a single Kommando nob against a broadside averages 4 attacks, 2.5 hits (-1 to hit, exploding 6s) and 2.08 wounds, which are -3AP and 2D each. The bomb squigs do D3 mortals and the one remaining Kommando can do 4 attacks, 3.3 hits, S5 on charge and +1 to wound means 2.2 wounds at -1AP. So The bomb squigs would average 6 Mortal wounds, the Nobz would average 8ish dmg and the boyz would average 2-3 against those same Broadside suits. So that is 1 dead suit to Mortal wounds, at least 1 dead suit to the nobz and 1 mostly dead suit to the remaining boyz/nob. So the 360pts of Kommandos which get whittled down to minuscule numbers still managed to 1: draw the fire of 1k points for 1 turn AND kill 230pts of Broadsides in a single round of Combat/shooting (bombsquigs) If they roll slightly above average and kill that 3rd broadside, they basically make their points back. And ALL of that is assuming the worst scenario of Orkz going 2nd.

Basically, with small squads, you don't want to rely on morale to kill off the remainder because it likely wont and worse, with our squads, if you leave even 1 model alive it is likely going to be the Nob who is most of the time the 1 model in the mob you want dead first, and in the specific case of the Kommandos, leaving even 1 model alive per mob leaves you with the Bomb Squig still alive and the PK Nob along with Distraction grot. To put it another way, killing 9 Kommandos does not reduce the mobz efficiency by 90%, it only reduces it by about 50% (9 Kommandos would do 6.6dmg to a Broadside, the Nob alone does 3-4 and the bomb squig does 2 on average)

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Longtime Dakkanaut




SemperMortis wrote:
epronovost wrote:
SemperMortis wrote:
Probably right honestly, i can see it ruled either way at tournaments. But again, 80 shots, 40 hits, 20 wounds.


Moral would then kill another five to seven reducing your squad to such a tiny number that it would be functionally completely useless.


3 squads of 10, assuming he splits all 20 casualties evenly among the 3 squads (6, 6 and 7) you then have a 50/50 chance to pass 1 of 3 morale checks, likely fail all. That brings you down to 3 3 and 2, you then lose 1 more from 2 squads and have a 1/3rd chance to lose 1 more to attrition, bringing you down to 2 2 and likely 2. Here is the best part, I now have 3 nobz alive, 3 Bomb Squigs and 3 Distraction grots. And I also have 3 separate units that still need to be dealt with because they will be charging on their turn, and a single Kommando nob against a broadside averages 4 attacks, 2.5 hits (-1 to hit, exploding 6s) and 2.08 wounds, which are -3AP and 2D each. The bomb squigs do D3 mortals and the one remaining Kommando can do 4 attacks, 3.3 hits, S5 on charge and +1 to wound means 2.2 wounds at -1AP. So The bomb squigs would average 6 Mortal wounds, the Nobz would average 8ish dmg and the boyz would average 2-3 against those same Broadside suits. So that is 1 dead suit to Mortal wounds, at least 1 dead suit to the nobz and 1 mostly dead suit to the remaining boyz/nob. So the 360pts of Kommandos which get whittled down to minuscule numbers still managed to 1: draw the fire of 1k points for 1 turn AND kill 230pts of Broadsides in a single round of Combat/shooting (bombsquigs) If they roll slightly above average and kill that 3rd broadside, they basically make their points back. And ALL of that is assuming the worst scenario of Orkz going 2nd.

Basically, with small squads, you don't want to rely on morale to kill off the remainder because it likely wont and worse, with our squads, if you leave even 1 model alive it is likely going to be the Nob who is most of the time the 1 model in the mob you want dead first, and in the specific case of the Kommandos, leaving even 1 model alive per mob leaves you with the Bomb Squig still alive and the PK Nob along with Distraction grot. To put it another way, killing 9 Kommandos does not reduce the mobz efficiency by 90%, it only reduces it by about 50% (9 Kommandos would do 6.6dmg to a Broadside, the Nob alone does 3-4 and the bomb squig does 2 on average)


You forgot to account for the three units overwatch the Tau enjoy for free. That will lower your damage output a bit more.
   
Made in us
Longtime Dakkanaut




epronovost wrote:
SemperMortis wrote:
epronovost wrote:
SemperMortis wrote:
Probably right honestly, i can see it ruled either way at tournaments. But again, 80 shots, 40 hits, 20 wounds.


Moral would then kill another five to seven reducing your squad to such a tiny number that it would be functionally completely useless.


3 squads of 10, assuming he splits all 20 casualties evenly among the 3 squads (6, 6 and 7) you then have a 50/50 chance to pass 1 of 3 morale checks, likely fail all. That brings you down to 3 3 and 2, you then lose 1 more from 2 squads and have a 1/3rd chance to lose 1 more to attrition, bringing you down to 2 2 and likely 2. Here is the best part, I now have 3 nobz alive, 3 Bomb Squigs and 3 Distraction grots. And I also have 3 separate units that still need to be dealt with because they will be charging on their turn, and a single Kommando nob against a broadside averages 4 attacks, 2.5 hits (-1 to hit, exploding 6s) and 2.08 wounds, which are -3AP and 2D each. The bomb squigs do D3 mortals and the one remaining Kommando can do 4 attacks, 3.3 hits, S5 on charge and +1 to wound means 2.2 wounds at -1AP. So The bomb squigs would average 6 Mortal wounds, the Nobz would average 8ish dmg and the boyz would average 2-3 against those same Broadside suits. So that is 1 dead suit to Mortal wounds, at least 1 dead suit to the nobz and 1 mostly dead suit to the remaining boyz/nob. So the 360pts of Kommandos which get whittled down to minuscule numbers still managed to 1: draw the fire of 1k points for 1 turn AND kill 230pts of Broadsides in a single round of Combat/shooting (bombsquigs) If they roll slightly above average and kill that 3rd broadside, they basically make their points back. And ALL of that is assuming the worst scenario of Orkz going 2nd.

Basically, with small squads, you don't want to rely on morale to kill off the remainder because it likely wont and worse, with our squads, if you leave even 1 model alive it is likely going to be the Nob who is most of the time the 1 model in the mob you want dead first, and in the specific case of the Kommandos, leaving even 1 model alive per mob leaves you with the Bomb Squig still alive and the PK Nob along with Distraction grot. To put it another way, killing 9 Kommandos does not reduce the mobz efficiency by 90%, it only reduces it by about 50% (9 Kommandos would do 6.6dmg to a Broadside, the Nob alone does 3-4 and the bomb squig does 2 on average)


You forgot to account for the three units overwatch the Tau enjoy for free. That will lower your damage output a bit more.


not at all, because I also have 3 units of trukkboyz and 3 units of stormboyz and possibly deffkoptas/trukkz assaulting that same turn as well. So the Kommandos with their weakened squad, only go in after overwatch

These scenarios generally go along these lines "X is better than Y in this 1 specific scenario" quickly followed by Y+1 and then X+1 etc etc etc. I mean, this literally started with me pointing out how good Kommandos were and someone said "1kpts of Broadsides loaded out specifically to kill those kommandos will totally destroy 360pts of Kommandos" ironically as I have shown they don't but its rather telling that the scenario didn't even start out at an equal 1vs1, it went straight to 3vs1 in order to have the Tau favored.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






XC18 wrote:
Any Tau army would almost auto lose against Ghazhkull. As they would be unable to take him more than 4wounds per turn, he can run rampage at least for 3 full turns.
It doesn't matter how good is the Tau player, and this is definitely a codex issue.


Not really. Shoot once, shoot twice, overwatch. Sure, the tau player may have bad dice and actually might have to feed him a unit, but Tau having issues stopping Thrakka is mostly armchair whining. A guy I know is probably the worst tau player in existence, and even he managed to kill him before he did any damage.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in dk
Longtime Dakkanaut




Danmark

Yea ghaz seems great on paper against T'au but they can always overwatch which can be a pain when you run Goff in general, and since Ghaz cant be healed anymore and is now slower due to him being unable to advance and charge at will anymore, Ghaz is not really an auto pick versus Tau anymore.


In fact Ghaz isnt auto pick against anyone id say. hes kind of bad now.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in fr
Mekboy Hammerin' Somethin'






SemperMortis wrote:
epronovost wrote:
SemperMortis wrote:
epronovost wrote:
SemperMortis wrote:
Probably right honestly, i can see it ruled either way at tournaments. But again, 80 shots, 40 hits, 20 wounds.


Moral would then kill another five to seven reducing your squad to such a tiny number that it would be functionally completely useless.


3 squads of 10, assuming he splits all 20 casualties evenly among the 3 squads (6, 6 and 7) you then have a 50/50 chance to pass 1 of 3 morale checks, likely fail all. That brings you down to 3 3 and 2, you then lose 1 more from 2 squads and have a 1/3rd chance to lose 1 more to attrition, bringing you down to 2 2 and likely 2. Here is the best part, I now have 3 nobz alive, 3 Bomb Squigs and 3 Distraction grots. And I also have 3 separate units that still need to be dealt with because they will be charging on their turn, and a single Kommando nob against a broadside averages 4 attacks, 2.5 hits (-1 to hit, exploding 6s) and 2.08 wounds, which are -3AP and 2D each. The bomb squigs do D3 mortals and the one remaining Kommando can do 4 attacks, 3.3 hits, S5 on charge and +1 to wound means 2.2 wounds at -1AP. So The bomb squigs would average 6 Mortal wounds, the Nobz would average 8ish dmg and the boyz would average 2-3 against those same Broadside suits. So that is 1 dead suit to Mortal wounds, at least 1 dead suit to the nobz and 1 mostly dead suit to the remaining boyz/nob. So the 360pts of Kommandos which get whittled down to minuscule numbers still managed to 1: draw the fire of 1k points for 1 turn AND kill 230pts of Broadsides in a single round of Combat/shooting (bombsquigs) If they roll slightly above average and kill that 3rd broadside, they basically make their points back. And ALL of that is assuming the worst scenario of Orkz going 2nd.

Basically, with small squads, you don't want to rely on morale to kill off the remainder because it likely wont and worse, with our squads, if you leave even 1 model alive it is likely going to be the Nob who is most of the time the 1 model in the mob you want dead first, and in the specific case of the Kommandos, leaving even 1 model alive per mob leaves you with the Bomb Squig still alive and the PK Nob along with Distraction grot. To put it another way, killing 9 Kommandos does not reduce the mobz efficiency by 90%, it only reduces it by about 50% (9 Kommandos would do 6.6dmg to a Broadside, the Nob alone does 3-4 and the bomb squig does 2 on average)


You forgot to account for the three units overwatch the Tau enjoy for free. That will lower your damage output a bit more.


not at all, because I also have 3 units of trukkboyz and 3 units of stormboyz and possibly deffkoptas/trukkz assaulting that same turn as well. So the Kommandos with their weakened squad, only go in after overwatch

These scenarios generally go along these lines "X is better than Y in this 1 specific scenario" quickly followed by Y+1 and then X+1 etc etc etc. I mean, this literally started with me pointing out how good Kommandos were and someone said "1kpts of Broadsides loaded out specifically to kill those kommandos will totally destroy 360pts of Kommandos" ironically as I have shown they don't but its rather telling that the scenario didn't even start out at an equal 1vs1, it went straight to 3vs1 in order to have the Tau favored.


Semper, I was about to drop it but apprently the subject is not as uninteresting to tohers here as I initially thought. Any half decent Tau player has figured out that 9 broadsides is currently the only "easy way" for Tau. That is not kitting out to kill kommandos.
If you actually try the match up, you will see that you have remora drones and other units (crisis suits with the airbursting frag thing there that is more or less a non heavy SMS) which will probably finish off your kommandos, if ever the tau player feels like it. I don't see the math behind your single nob kommando killing a broadside with his bomb sguig, grot ninja and his weapon (klaw or big choppa).

That doesn't mean 3*10 Goff kommandos fully kitted out are bad. They are very good. Theyjust have a very bad match up against 9 broadsides if the tau goes first. Do we have a better codex than Tau ? We do (at least we have lots of different comp builds) ! Is that a reason to think we have it easy against a good Tau player ? No. Against all these very casual Tau players, yes, we certainly seem to have an easy time winning.

Should we still go on about Tau in this ork thread ? Probably not



Automatically Appended Next Post:
Beardedragon wrote:
Yea ghaz seems great on paper against T'au but they can always overwatch which can be a pain when you run Goff in general, and since Ghaz cant be healed anymore and is now slower due to him being unable to advance and charge at will anymore, Ghaz is not really an auto pick versus Tau anymore.


In fact Ghaz isnt auto pick against anyone id say. hes kind of bad now.


I agree, he is not good at his current price point. 250 points ? Now we would be talking. But triple kill tank lists seem to use him (I have seen two such lists lately floating around), even at his current points. And they won stuff so there could be something there.
I personally don't even want to try him out, too many eggs in the basket. You get three scrapjets for 30 points cheaper, for crying out loud

This message was edited 1 time. Last update was at 2021/10/06 15:01:12


Ere we go ere we go ere we go
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Danmark

Indeed. or you could buy two Squig bosses.

Let alone the idea that if you use ghaz, you MUST form an army around both shooting and melee, which seem.. very difficult to do properly. There seem to be only a select few army compositions that im aware of, that works with the idea of a decent focus on both CC and shooting.

This message was edited 2 times. Last update was at 2021/10/06 15:35:22


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




 addnid wrote:


Semper, I was about to drop it but apprently the subject is not as uninteresting to tohers here as I initially thought. Any half decent Tau player has figured out that 9 broadsides is currently the only "easy way" for Tau. That is not kitting out to kill kommandos.
If you actually try the match up, you will see that you have remora drones and other units (crisis suits with the airbursting frag thing there that is more or less a non heavy SMS) which will probably finish off your kommandos, if ever the tau player feels like it. I don't see the math behind your single nob kommando killing a broadside with his bomb sguig, grot ninja and his weapon (klaw or big choppa).

That doesn't mean 3*10 Goff kommandos fully kitted out are bad. They are very good. Theyjust have a very bad match up against 9 broadsides if the tau goes first. Do we have a better codex than Tau ? We do (at least we have lots of different comp builds) ! Is that a reason to think we have it easy against a good Tau player ? No. Against all these very casual Tau players, yes, we certainly seem to have an easy time winning.

Should we still go on about Tau in this ork thread ? Probably not


Yes, but again, you are comparing 1k points of Broadsides vs 360pts of Kommandos, and as the math stands right now, they fail to kill them. And the reason I pointed out that all 3 squads would be alive is to show that you actually need to focus fire down those mobs in order to fully reduce their threat. If you want to add in even more points to kill off those 360pts of Kommandos, that is fine, but remember, that means that the rest of the ork list is basically unmolested and still has incredibly strong alpha strike potential.

Here is the math for a Goff Kommando Nob, 1 remaining Boy, grot and Bomb squig.

Bomb Squig: On a 3+ Bomb squig does D3 Mortals. For some reason Tau Suits are still not considered vehicles, something that I hope is fixed in the next codex, because if they do, it goes to a 2+. Regardless, i'd be willing to spend 1CP to reroll that So 2Dmg right off the bat.

Goff Boy. 2 attacks base, +1 choppa, +1 Waaagh = 4 Hitting on 3s is 2.66, with 0.66 chance of an exploding 6 so 3.33 hits, S5 and +1 to wound is wounding on 3s so 2.22 wounds at -1 AP which equals out to 0.74ish dmg.

Nob is 3 attacks Base, 4 for Waaaagh. Hitting on 4s because -1 on PK so 2 hits with again 0.66 chance of an exploding 6 so 2.66, S12 +1 to wound is wounding on 2s so 2.22 wounds at -3 AP which reduces the Broadside to 5+ save, so 2.96 average dmg (1/3rd chance to save, each is 2flat dmg). A Broadside has 6 Wounds, The Bomb Squig alone does 2, the Nob does basically 3 and the boy has a pretty good chance to do 1 which will hit that magic number of 6. The likely outcome is 1 dead Broadside from a single Nob, Kommando and bomb squig.

The other way around which is killing basically 2 full squads and leaving the last unmolested ends up with that one Kommando squad going in and putting down Almost 2 Broadsides completely. The Kommandos, while deadly, don't do well against 2+ armor. The Nobz on the other hand with their -3AP PKs are perfectly suited for killing them, which is why the better strategy is to kill as many of the nobz as possible, doesn't matter that 1 squad is basically unmolested, it does less dmg than the 3 mobz left over with 2 models each.

And of course the most important part of all of this is yet again, this only works if the Tau player goes first, if the Kommandos go first...its game over already.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

It' s pretty boring to read Goonhammer Comp Inovations. A lot of orks and just “all in” Freeboota spam with just small alternations.

The most straight forward is Tyler Russo skipping all infantry at all and goes full vehicles + big mek

I want to have such a lists. I like buggies and vehicles and I love it. But the fact everybody plays such a list pretty bores me….

Semper' s infantry alpha strike spam is the only interesting idea from the last week.

https://www.goonhammer.com/competitive-innovations-in-9th-nola-nailbiter/

This message was edited 2 times. Last update was at 2021/10/06 17:37:32


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in pa
Regular Dakkanaut




Speaking of an alpha strike army...
Spoiler:



++ Patrol Detachment -2CP (Orks) [37 PL, -4CP, 585pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost [-2CP]

+ HQ +

Warboss on Warbike [6 PL, -2CP, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Troops +

Boyz [5 PL, 90pts]
. Boss Nob: Choppa, Choppa
. 9x Ork Boy W/ Shoota: 9x Shoota, 9x Stikkbombs

Gretchin [2 PL, 50pts]: 'Orrible Gitz
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos [4 PL, 50pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 50pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Flyer +

Dakkajet [8 PL, 110pts]: Additional Supa Shoota

Dakkajet [8 PL, 120pts]: 2x Additional Supa Shoota

++ Patrol Detachment -2CP (Orks) [37 PL, 8CP, 675pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Freebooterz

Detachment Command Cost [-2CP]

+ HQ +

Beastboss on Squigosaur [8 PL, -2CP, 145pts]: 3. 'Ard as Nails, Beasthide Mantle, Madboyz, Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Troops +

Boyz [5 PL, 90pts]
. Boss Nob: Choppa, Choppa
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Fast Attack +

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Flyer +

Dakkajet [8 PL, 120pts]: 2x Additional Supa Shoota

Wazbom Blastajet [10 PL, 210pts]: 2x Wazbom Mega-Kannons, Blastajet Force Field, 2x Supa Shoota

++ Patrol Detachment 0CP (Orks) [38 PL, 740pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Deffkilla Wartrike [6 PL, 120pts]: 3. Junkboss (Speed Freeks), Da Badskull Banner, Warlord

+ Troops +

Gretchin [2 PL, 50pts]: 'Orrible Gitz
. 10x Gretchin: 10x Grot Blaster

+ Fast Attack +

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Wazbom Mega-Kannons, Blastajet Force Field, 2x Supa Shoota

Wazbom Blastajet [10 PL, 190pts]: 2x Wazbom Mega-Kannons, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [112 PL, 4CP, 2,000pts] ++

Created with BattleScribe



I'm really blown away with how many bodies you can still fit in after taking 6 planes and a rukkatrukk.

Question for people, Should I take a warboss on foot instead of the warboss on bike for 10 points less (allowing me to take a 6th supa shoota on my 3rd dakka jet, turning the attack squig attacks into killa klaw attacks if they (hopefully) don't make it to the damage stage with brutal but kunning and giving the possibility of +1 to hit to my infantry if nearby (I could also turn him obsec with the freeboota strat))

Warboss on bike is tougher and faster though.Thoughts?
   
Made in us
Longtime Dakkanaut




 Tomsug wrote:
It' s pretty boring to read Goonhammer Comp Inovations. A lot of orks and just “all in” Freeboota spam with just small alternations.

The most straight forward is Tyler Russo skipping all infantry at all and goes full vehicles + big mek

I want to have such a lists. I like buggies and vehicles and I love it. But the fact everybody plays such a list pretty bores me….

Semper' s infantry alpha strike spam is the only interesting idea from the last week.

https://www.goonhammer.com/competitive-innovations-in-9th-nola-nailbiter/



I really appreciate that Tom

With how well my Alpha strike list is flying under the radar, when the nerf stick comes out i am hoping my list dodges it completely Maybe let Specialist mobs keep their kulture! Really bump up my dmg potential. Trukk Boyz at S5 on the charge with exploding 6s would be great!

This message was edited 1 time. Last update was at 2021/10/06 23:07:24


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Longtime Dakkanaut




I don’t see anything in your list that deserves a nerf.. (maybe kommandos compared to other infantry in codex) but honestly most of our infantry units are poorly costed.
If a nerf is coming I’d expect point hike on squigbuggy and scrapjet but that it unless killrigs blow up the meta which they won’t since large vehicles don’t usually do well in 9th.
Honestly I’m just waiting for the campaign book leaks now. New relics and a detachment of renown can only help with list diversity. We are kinda stuck currently in multiple varients of scrapjet/squigbuggy spam as our only competitive tourney list. I mean varients of freebooter, or evilsun with a rare occasional goff or deathskull secondary detachment is the most variety we see. Hoping for a dreadmob or greentide heck I’d take beastsnagga detachment of renown.
   
Made in pa
Regular Dakkanaut




SemperMortis wrote:
 Tomsug wrote:
It' s pretty boring to read Goonhammer Comp Inovations. A lot of orks and just “all in” Freeboota spam with just small alternations.

The most straight forward is Tyler Russo skipping all infantry at all and goes full vehicles + big mek

I want to have such a lists. I like buggies and vehicles and I love it. But the fact everybody plays such a list pretty bores me….

Semper' s infantry alpha strike spam is the only interesting idea from the last week.

https://www.goonhammer.com/competitive-innovations-in-9th-nola-nailbiter/



I really appreciate that Tom

With how well my Alpha strike list is flying under the radar, when the nerf stick comes out i am hoping my list dodges it completely Maybe let Specialist mobs keep their kulture! Really bump up my dmg potential. Trukk Boyz at S5 on the charge with exploding 6s would be great!


Sorry mate which one of the lists on there is yours?
   
Made in ca
Gargantuan Gargant






Hey guys, I'm having some difficulty facing off against DG in some of my games recently. I find that we have limited ways of getting to their plagueburst crawlers barring flyers now that shokkjump dragstas can't insta teleport. My opponent usually screens well enough that I can't get any stormboyz in to try and tie them up. I usually have to try and power through Morty and Terminators challenging the center and by the time I do get through (or vice-versa) the damage has already been done. Any suggestions on how to deal with DG as a SpeedWAAAGH! based army?
   
Made in dk
Longtime Dakkanaut




 Tomsug wrote:
It' s pretty boring to read Goonhammer Comp Inovations. A lot of orks and just “all in” Freeboota spam with just small alternations.

The most straight forward is Tyler Russo skipping all infantry at all and goes full vehicles + big mek

I want to have such a lists. I like buggies and vehicles and I love it. But the fact everybody plays such a list pretty bores me….

Semper' s infantry alpha strike spam is the only interesting idea from the last week.

https://www.goonhammer.com/competitive-innovations-in-9th-nola-nailbiter/



I like Sempers Alpha-strike lists as well, but I think there are a number of ways to play Orks. Look at Kiltons list that he won a first place with:

Spoiler:
++ Battalion Detachment 0CP (Orks 2021) [66 PL, -1CP, 1,245pts] ++
+ Configuration +
Clan Kultur: Evil Sunz

+ No Force Org Slot +
Nob on Smasha Squig [4 PL, -1CP, 65pts]: Fasta Than Yooz, Stratagem: Big Boss
Nob on Smasha Squig [4 PL, 65pts]

+ HQ +
Beastboss on Squigosaur [8 PL, 145pts]: 3. ‘Ard as Nails, Rezmekka’s Redder Paint, Warlord
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork

+ Troops +
Beast Snagga Boyz [5 PL, 110pts].
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts].
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Boyz [5 PL, 95pts]: Trukk Boyz
. Boss Nob: Big Choppa, Choppa
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [5 PL, 95pts].
. Boss Nob: Big Choppa, Choppa
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Gretchin [4 PL, 55pts].
. 11x Gretchin: 11x Grot Blaster

+ Elites +
Kommandos [4 PL, 55pts].
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +
DeffKoptas [6 PL, 150pts].
. DeffKopta
. DeffKopta
. DeffKopta

Squighog Boyz [4 PL, 80pts]: Bomb Squig
. 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Squighog Boyz [4 PL, 80pts]: Bomb Squig
. 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

+ Dedicated Transport +
Trukk [4 PL, 70pts]

++ Outrider Detachment -3CP (Orks 2021) [43 PL, -2CP, 755pts] ++
+ Configuration +
Clan Kultur: Deathskulls

+ HQ +
Warboss [5 PL, -2CP, 105pts]: 4. Brutal but Kunnin, Attack Squig, Da Killa Klaw, Kombi-skorcha, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Troops +
Boyz [5 PL, 95pts]: Trukk Boyz
. Boss Nob: Big Choppa, Choppa
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +
Kommandos [4 PL, 55pts].
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 50pts].
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +
Rukkatrukk Squigbuggies [5 PL, 90pts].
. Rukkatrukk Squigbuggy

Rukkatrukk Squigbuggies [5 PL, 90pts].
. Rukkatrukk Squigbuggy

Rukkatrukk Squigbuggies [5 PL, 90pts].
. Rukkatrukk Squigbuggy

Stormboyz [3 PL, 55pts].
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts].
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Dedicated Transport +
Trukk [4 PL, 70pts]

++ Total: [109 PL, -3CP, 2,000pts] ++


It is essentially a list that spams 11 units with obsec, in order to win on objectives.

And then there is Darran Jacs strange Blood Axe gunline, that he won 2nd place with in Alberta GT

Spoiler:
++ Outrider Detachment -3CP (Orks 2021) [84 PL, 7CP, 1,390pts] ++
+ Configuration [9CP] +
Clan Kultur: Blood Axes

+ HQ [8 PL, -2CP, 145pts] +
Beastboss on Squigosaur [8 PL, -2CP, 145pts]: 4. Brutal but Kunnin, Beastchoppa, Headwoppa’s Killchoppa, Slugga, Squigosaur’s Jaws, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]

+ Elites [10 PL, 105pts] +
Kommandos [8 PL, 80pts] . Boss Nob [10pts]: Choppa, Slugga, Stikkbombs
. 7x Kommando [70pts]: 7x Choppa, 7x Slugga, 7x Stikkbombs

Mek [2 PL, 25pts]: Choppa, I’ve Got A Plan, Ladz!, Kustom Mega-Slugga, Morgog’s Finkin’ Cap, Warlord

+ Fast Attack [48 PL, 870pts] +
Megatrakk Scrapjets [10 PL, 180pts] . Megatrakk Scrapjet [5 PL, 90pts]: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota, Wing Missiles
. Megatrakk Scrapjet [5 PL, 90pts]: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota, Wing Missiles

Rukkatrukk Squigbuggies [10 PL, 180pts] . Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs
. Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

Rukkatrukk Squigbuggies [10 PL, 180pts] . Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs
. Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

Rukkatrukk Squigbuggies [10 PL, 180pts] . Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs
. Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

Warbikers [4 PL, 75pts] . Boss Nob [25pts]: Choppa, 2x Dakkagun
. 2x Warbiker w/ Choppa [50pts]: 2x Choppa, 4x Dakkagun

Warbikers [4 PL, 75pts] . Boss Nob [25pts]: Choppa, 2x Dakkagun
. 2x Warbiker w/ Choppa [50pts]: 2x Choppa, 4x Dakkagun

+ Heavy Support [18 PL, 270pts] +
Mek Gunz [9 PL, 135pts] . Mek Gun [3 PL, 45pts]: Kustom Mega Kannon
. Mek Gun [3 PL, 45pts]: Kustom Mega Kannon
. Mek Gun [3 PL, 45pts]: Kustom Mega Kannon

Mek Gunz [9 PL, 135pts] . Mek Gun [3 PL, 45pts]: Kustom Mega Kannon
. Mek Gun [3 PL, 45pts]: Kustom Mega Kannon
. Mek Gun [3 PL, 45pts]: Kustom Mega Kannon

++ Outrider Detachment -3CP (Orks 2021) [33 PL, -4CP, 610pts] ++
+ Configuration [-3CP] +
Clan Kultur: Deathskulls
Detachment Command Cost [-3CP]

+ HQ [6 PL, -1CP, 120pts] +
Deffkilla Wartrike [6 PL, -1CP, 120pts]: 3. ‘Ard as Nails, Killa Jet, Snagga Klaw, Stratagem: Big Boss [-1CP], 3x Twin Boomstick

+ Elites [8 PL, 100pts] +
Kommandos [4 PL, 50pts] . Boss Nob [10pts]: Choppa, Slugga, Stikkbombs
. 4x Kommando [40pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 50pts] . Boss Nob [10pts]: Choppa, Slugga, Stikkbombs
. 4x Kommando [40pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack [19 PL, 390pts] +
DeffKoptas [6 PL, 150pts]: Boom Boyz
. DeffKopta [50pts]: Kopta Rokkits, Slugga, Spinnin’ Blades, Stikkbombs
. DeffKopta [50pts]: Kopta Rokkits, Slugga, Spinnin’ Blades, Stikkbombs
. DeffKopta [50pts]: Kopta Rokkits, Slugga, Spinnin’ Blades, Stikkbombs

Stormboyz [3 PL, 55pts] . Boss Nob [11pts]: Choppa, Slugga, Stikkbombs
. 4x Stormboy [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts] . Boss Nob [11pts]: Choppa, Slugga, Stikkbombs
. 4x Stormboy [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts] . Boss Nob [11pts]: Choppa, Slugga, Stikkbombs
. 4x Stormboy [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

Warbikers [4 PL, 75pts] . Boss Nob [25pts]: Choppa, 2x Dakkagun
. 2x Warbiker w/ Choppa [50pts]: 2x Choppa, 4x Dakkagun

++ Total: [117 PL, 3CP, 2,000pts] ++

This message was edited 1 time. Last update was at 2021/10/07 08:17:35


 
   
Made in fr
Mekboy Hammerin' Somethin'






There is also a triple kill tank list going on.

Semper, I don't agree on much you said in your last post regarding Tau, but I think this thread has seen enough of that let's agree to disagree. Competent players play so very differently (espcially deploying to screen out stuff like Kommandos for example) that it would be too time consuming in describing how "no, the game is not over at all if an ork player goes first against Tau, especially with a list that doesn't shoot much."

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in fr
Mekboy Hammerin' Somethin'






pismakron wrote:
 Tomsug wrote:
It' s pretty boring to read Goonhammer Comp Inovations. A lot of orks and just “all in” Freeboota spam with just small alternations.

The most straight forward is Tyler Russo skipping all infantry at all and goes full vehicles + big mek

I want to have such a lists. I like buggies and vehicles and I love it. But the fact everybody plays such a list pretty bores me….

Semper' s infantry alpha strike spam is the only interesting idea from the last week.

https://www.goonhammer.com/competitive-innovations-in-9th-nola-nailbiter/



I like Sempers Alpha-strike lists as well, but I think there are a number of ways to play Orks. Look at Kiltons list that he won a first place with:

Spoiler:
++ Battalion Detachment 0CP (Orks 2021) [66 PL, -1CP, 1,245pts] ++
+ Configuration +
Clan Kultur: Evil Sunz

+ No Force Org Slot +
Nob on Smasha Squig [4 PL, -1CP, 65pts]: Fasta Than Yooz, Stratagem: Big Boss
Nob on Smasha Squig [4 PL, 65pts]

+ HQ +
Beastboss on Squigosaur [8 PL, 145pts]: 3. ‘Ard as Nails, Rezmekka’s Redder Paint, Warlord
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork

+ Troops +
Beast Snagga Boyz [5 PL, 110pts].
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts].
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Boyz [5 PL, 95pts]: Trukk Boyz
. Boss Nob: Big Choppa, Choppa
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [5 PL, 95pts].
. Boss Nob: Big Choppa, Choppa
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Gretchin [4 PL, 55pts].
. 11x Gretchin: 11x Grot Blaster

+ Elites +
Kommandos [4 PL, 55pts].
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +
DeffKoptas [6 PL, 150pts].
. DeffKopta
. DeffKopta
. DeffKopta

Squighog Boyz [4 PL, 80pts]: Bomb Squig
. 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Squighog Boyz [4 PL, 80pts]: Bomb Squig
. 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

+ Dedicated Transport +
Trukk [4 PL, 70pts]

++ Outrider Detachment -3CP (Orks 2021) [43 PL, -2CP, 755pts] ++
+ Configuration +
Clan Kultur: Deathskulls

+ HQ +
Warboss [5 PL, -2CP, 105pts]: 4. Brutal but Kunnin, Attack Squig, Da Killa Klaw, Kombi-skorcha, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Troops +
Boyz [5 PL, 95pts]: Trukk Boyz
. Boss Nob: Big Choppa, Choppa
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +
Kommandos [4 PL, 55pts].
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 50pts].
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +
Rukkatrukk Squigbuggies [5 PL, 90pts].
. Rukkatrukk Squigbuggy

Rukkatrukk Squigbuggies [5 PL, 90pts].
. Rukkatrukk Squigbuggy

Rukkatrukk Squigbuggies [5 PL, 90pts].
. Rukkatrukk Squigbuggy

Stormboyz [3 PL, 55pts].
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts].
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Dedicated Transport +
Trukk [4 PL, 70pts]

++ Total: [109 PL, -3CP, 2,000pts] ++


It is essentially a list that spams 11 units with obsec, in order to win on objectives.

And then there is Darran Jacs strange Blood Axe gunline, that he won 2nd place with in Alberta GT

Spoiler:
++ Outrider Detachment -3CP (Orks 2021) [84 PL, 7CP, 1,390pts] ++
+ Configuration [9CP] +
Clan Kultur: Blood Axes

+ HQ [8 PL, -2CP, 145pts] +
Beastboss on Squigosaur [8 PL, -2CP, 145pts]: 4. Brutal but Kunnin, Beastchoppa, Headwoppa’s Killchoppa, Slugga, Squigosaur’s Jaws, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]

+ Elites [10 PL, 105pts] +
Kommandos [8 PL, 80pts] . Boss Nob [10pts]: Choppa, Slugga, Stikkbombs
. 7x Kommando [70pts]: 7x Choppa, 7x Slugga, 7x Stikkbombs

Mek [2 PL, 25pts]: Choppa, I’ve Got A Plan, Ladz!, Kustom Mega-Slugga, Morgog’s Finkin’ Cap, Warlord

+ Fast Attack [48 PL, 870pts] +
Megatrakk Scrapjets [10 PL, 180pts] . Megatrakk Scrapjet [5 PL, 90pts]: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota, Wing Missiles
. Megatrakk Scrapjet [5 PL, 90pts]: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota, Wing Missiles

Rukkatrukk Squigbuggies [10 PL, 180pts] . Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs
. Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

Rukkatrukk Squigbuggies [10 PL, 180pts] . Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs
. Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

Rukkatrukk Squigbuggies [10 PL, 180pts] . Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs
. Rukkatrukk Squigbuggy [5 PL, 90pts]: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

Warbikers [4 PL, 75pts] . Boss Nob [25pts]: Choppa, 2x Dakkagun
. 2x Warbiker w/ Choppa [50pts]: 2x Choppa, 4x Dakkagun

Warbikers [4 PL, 75pts] . Boss Nob [25pts]: Choppa, 2x Dakkagun
. 2x Warbiker w/ Choppa [50pts]: 2x Choppa, 4x Dakkagun

+ Heavy Support [18 PL, 270pts] +
Mek Gunz [9 PL, 135pts] . Mek Gun [3 PL, 45pts]: Kustom Mega Kannon
. Mek Gun [3 PL, 45pts]: Kustom Mega Kannon
. Mek Gun [3 PL, 45pts]: Kustom Mega Kannon

Mek Gunz [9 PL, 135pts] . Mek Gun [3 PL, 45pts]: Kustom Mega Kannon
. Mek Gun [3 PL, 45pts]: Kustom Mega Kannon
. Mek Gun [3 PL, 45pts]: Kustom Mega Kannon

++ Outrider Detachment -3CP (Orks 2021) [33 PL, -4CP, 610pts] ++
+ Configuration [-3CP] +
Clan Kultur: Deathskulls
Detachment Command Cost [-3CP]

+ HQ [6 PL, -1CP, 120pts] +
Deffkilla Wartrike [6 PL, -1CP, 120pts]: 3. ‘Ard as Nails, Killa Jet, Snagga Klaw, Stratagem: Big Boss [-1CP], 3x Twin Boomstick

+ Elites [8 PL, 100pts] +
Kommandos [4 PL, 50pts] . Boss Nob [10pts]: Choppa, Slugga, Stikkbombs
. 4x Kommando [40pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 50pts] . Boss Nob [10pts]: Choppa, Slugga, Stikkbombs
. 4x Kommando [40pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack [19 PL, 390pts] +
DeffKoptas [6 PL, 150pts]: Boom Boyz
. DeffKopta [50pts]: Kopta Rokkits, Slugga, Spinnin’ Blades, Stikkbombs
. DeffKopta [50pts]: Kopta Rokkits, Slugga, Spinnin’ Blades, Stikkbombs
. DeffKopta [50pts]: Kopta Rokkits, Slugga, Spinnin’ Blades, Stikkbombs

Stormboyz [3 PL, 55pts] . Boss Nob [11pts]: Choppa, Slugga, Stikkbombs
. 4x Stormboy [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts] . Boss Nob [11pts]: Choppa, Slugga, Stikkbombs
. 4x Stormboy [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts] . Boss Nob [11pts]: Choppa, Slugga, Stikkbombs
. 4x Stormboy [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

Warbikers [4 PL, 75pts] . Boss Nob [25pts]: Choppa, 2x Dakkagun
. 2x Warbiker w/ Choppa [50pts]: 2x Choppa, 4x Dakkagun

++ Total: [117 PL, 3CP, 2,000pts] ++


I really like Kilton's list, I might try it out some time, without the nobz on smasha sguig though, and without the warbikers (which are not great as deathskullz IMHO).

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in it
Waaagh! Ork Warboss




Italy

Blood Axes' list has the 25 points Mek as Warlord, absolutely brilliant .

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

I like the tripple Killtank list couple of weeks old. That was very clever.

For me, it is hard to appreciate the dyno lists. I convert the Beastboss on Robosaur and 2 Killrigs based on huge dump trucks. That is all I want to do with this dyno wave. So I don' t even know their rules…



10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in us
Rampagin' Boarboy





United Kingdom

I can't decide on Deathskulls, Freebootaz or Blood Axes on my Outrider detachment in my infantry alpha strike/buggy spam list.

Any thoughts? I'm leaning towards Blood Axes in all honesty, with Deathskulls being a second favourite. Freebootaz seems nice on paper but it's been fairly unreliable for me.

List is in spoilers.

Spoiler:


++ Outrider Detachment -3CP (Orks) [50 PL, 8CP, 935pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss

+ Fast Attack +

DeffKoptas [6 PL, 150pts]
. DeffKopta
. DeffKopta
. DeffKopta

Megatrakk Scrapjets [10 PL, 180pts]
. Megatrakk Scrapjet
. Megatrakk Scrapjet

Megatrakk Scrapjets [10 PL, 180pts]
. Megatrakk Scrapjet
. Megatrakk Scrapjet

Rukkatrukk Squigbuggies [5 PL, 90pts]
. Rukkatrukk Squigbuggy

Rukkatrukk Squigbuggies [5 PL, 90pts]
. Rukkatrukk Squigbuggy

Warbikers [8 PL, 130pts]
. Boss Nob: Big Choppa
. 4x Warbiker w/ Choppa: 4x Choppa, 8x Dakkagun

++ Patrol Detachment -2CP (Orks) [25 PL, -4CP, 440pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Beastboss on Squigosaur [8 PL, -2CP, 145pts]: 3. 'Ard as Nails, Beasthide Mantle, Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Troops +

Boyz [5 PL, 95pts]: Trukk Boyz
. Boss Nob: Big Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Fast Attack +

Nob on Smasha Squig [4 PL, 65pts]

Nob on Smasha Squig [4 PL, 65pts]

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Patrol Detachment 0CP (Orks) [37 PL, 625pts] ++

+ Configuration +

Clan Kultur: Deathskulls

Detachment Command Cost

+ HQ +

Deffkilla Wartrike [6 PL, 120pts]: Opportunist, Warlord

+ Troops +

Boyz [5 PL, 95pts]: Trukk Boyz
. Boss Nob: Big Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +

Kommandos [8 PL, 115pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [8 PL, 115pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

+ Fast Attack +

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Total: [112 PL, 4CP, 2,000pts] ++

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Made in us
Longtime Dakkanaut




I mean your list screams bloodaxe..
Deffskulls encourage kommandos or stormboys for obj secured units
Freebooters wants you to go in heavy on freebooters and load up on Dakka shooting.
And bloodaxes if mostly for buggyspam using fallback and charge or shoot.
   
 
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